All pastes #356387 Raw Edit

Anonymous

public text v1 · immutable
·published 2007-02-15 01:47 UTC
rendered paste body
;----------------------------------------------------------------------------
;-------------------          Hash tables         ---------------------------
;----------------------------------------------------------------------------

on *:START: {
  hmake topsabbers 500
  hload topsabbers topsabbers.txt
  hmake topdamage 500
  hload topdamage topdamage.txt
  hmake sabbedweapons 500
  hload sabbedweapons sabbedweapons.txt
  hmake lmgoldstolen 200
  hload lmgoldstolen lmgoldstolen.txt
  hmake lmsoldierskilled 200
  hload lmsoldierskilled lmsoldierskilled.txt
  hmake lmsoldierslost 200
  hload lmsoldierslost lmsoldierslost.txt
  hmake elgold 200
  hload elgold elgold.txt
  hmake elsoldiers 200
  hload elsoldiers elsoldiers.txt
  hmake elsoldiersk 200
  hload elsoldiersk elsoldiersk.txt
  hmake enemy 100
  hload enemy targets.txt 
  hmake egoldlost 200
  hload egoldlost egoldlost.txt
  hmake esoldierslost 200
  hload esoldierslost esoldierslost.txt
  hmake esoldierskilled 200
  hload esoldierskilled esoldierskilled.txt 
  hmake lastmassstats 10
  hload lastmassstats lastmassstats.txt  
  hmake longtermmassstats 10
  hload longtermmassstats longtermmassstats.txt
  hmake imsgoldstolen 200
  hload imsgoldstolen imsgoldstolen.txt
  hmake imsturns 200
  hload imsturns imsturns.txt
  hmake imssoldierskilled 200
  hload imssoldierskilled imssoldierskilled.txt
  hmake imssoldierslost 200
  hload imssoldierslost imssoldierslost.txt  
  hmake BPM 100
  hload BPM bpm.txt
  hmake IS 100
  hload IS IS.txt
  hmake admin 100
  hload admin admin.txt
  hmake masson 100
  hload masson masson.txt
  hmake activemassers 200
  hload activemassers activemassers.txt
  hmake massbegintime 100
  hload massbegintime massbegintime.txt
  hmake lastmass 100
  hload lastmass lastmass.txt
  hmake ISss 100
  hmake BPMss 100
  hmake stick 100
  hload stick stick.txt
  hmake knife 100
  hload knife knife.txt
  hmake shortbow 100
  hload shortbow shortbow.txt
  hmake staff 100
  hload staff staff.txt
  hmake hatchet 100
  hload hatchet hatchet.txt
  hmake sling 100
  hload sling sling.txt
  hmake crossbow 100
  hload crossbow crossbow.txt
  hmake club 100
  hload club club.txt
  hmake longsword 100
  hload longsword longsword.txt
  hmake pike 100
  hload pike pike.txt  
  hmake longbow 100
  hload longbow longbow.txt
  hmake mace 100
  hload mace mace.txt
  hmake lance 100
  hload lance lance.txt
  hmake spear 100
  hload spear spear.txt
  hmake warblade 100
  hload warblade warblade.txt  
  hmake broadsword 100
  hload broadsword broadsword.txt
  hmake warhammer 100
  hload warhammer warhammer.txt
  hmake excalibur 100
  hload excalibur excalibur.txt
  hmake warg 100
  hload warg warg.txt
  hmake dragon 100
  hload dragon dragon.txt
  hmake hammerofthor 100
  hload hammerofthor hammerofthor.txt
  hmake battleaxe 100
  hload battleaxe battleaxe.txt
  hmake steelbow 100
  hload steelbow steelbow.txt
  hmake steed 100
  hload steed steed.txt
  hmake flamingarrow 100
  hload flamingarrow flamingarrow.txt
  hmake chariot 100
  hload chariot chariot.txt
  hmake helmet 100
  hload helmet helmet.txt
  hmake shield 100
  hload shield shield.txt
  hmake chainmail 100
  hload chainmail chainmail.txt
  hmake platearmor 100
  hload platearmor platearmor.txt
  hmake elvencloak 100
  hload elvencloak elvencloak.txt
  hmake dragonskin 100
  hload dragonskin dragonskin.txt
  hmake gauntlets 100
  hload gauntlets gauntlets.txt
  hmake mithril 100
  hload mithril mithril.txt
  hmake heavyshield 100
  hload heavyshield heavyshield.txt
  hmake massendtime 10
}

on *:EXIT:{
  hsave topsabbers topsabbers.txt
  hsave topdamage topdamage.txt
  hsave sabbedweapons sabbedweapons.txt 
}


;----------------------------------------------------------------------------
;-------------------          Command lists       ---------------------------
;----------------------------------------------------------------------------

on *:JOIN:#detonation: {
notice $nick Type !news for important updates! }

on *:TEXT:!news:#: {
  notice $nick 06/10/05: All 5x1 stats have been reset and the logging of 5x1 stats should work now. Added a timer to load the next target after 4 minutes.
  notice $nick 06/10/03: There is a !gettarget <#> command now, so if you missed a target you just type !gettarget <#>. Added a top 10 ranking for sabbers, type !topsabbers to view it (the users who has recorded sabs before need to post a new sab log to appear on the top list). 
}

on *:TEXT:!help:#: {
  $iif($nick == $hfind(admin, $nick), notice $nick Admin commands,)
  $iif($nick == $hfind(admin, $nick), notice $nick -Type !targets <#> to view all the targets currently in the database.,)
  $iif($nick == $hfind(admin, $nick), notice $nick -Type !addtarget <stats link> <name> to add a target.,)
  $iif($nick == $hfind(admin, $nick), notice $nick -Type !addtargetinfo <Enemy> <Coverts OR IS OR BPMS OR Sentry OR Other*> <amount OR text*> to add info about a target.,)
  $iif($nick == $hfind(admin, $nick), notice $nick -Type !deltarget <name> <stats link> to remove a target.,) 
  $iif($nick == $hfind(admin, $nick), notice $nick -Type !targetsmass to start a mass on the targets.,)
  $iif($nick == $hfind(admin, $nick), notice $nick -Type !waitlist to see who the active massers are during a mass.,)
  $iif($nick == $hfind(admin, $nick), notice $nick -Type !endmass to end a mass.,)
  $iif($nick == $hfind(admin, $nick), notice $nick -Type !cleartargets to remove all the targets.,)
  $iif($nick == $hfind(admin, $nick), notice $nick -Type !clearwaitlist during a mass to remove all the active massers on the list.,)
  $iif($nick == $hfind(admin, $nick), notice $nick -Type !bpmtarget if a target only has BPMS so people can post sab logs.,)
  $iif($nick == $hfind(admin, $nick), notice $nick -Type !next to load the next target.,)
  $iif($nick == $hfind(admin, $nick), notice $nick -Type !prev to load the previous target.,)
  $iif($nick == $hfind(admin, $nick), notice $nick -Type !addmultipletargets to add multiple targets the easy way. More info given when the command is used.,)  
  $iif($nick == $hfind(admin, $nick), notice $nick -Type !admin <name> to add an admin (can only be used in #explosion).,) 
  $iif($nick == $hfind(admin, $nick), notice $nick -Type !deladmin <name> to delete an admin (can only be used in #explosion).,)
  $iif($nick == $hfind(admin, $nick), notice $nick -Type !textban on|off to permanently turn the text ban on or off.,)
  $iif($nick == $hfind(admin, $nick), notice $nick -----------------------------------------------------------,)
  notice $nick User commands
  notice $nick -Type !mystats to view your sab stats.
  notice $nick -Type !sabbed <weapon> to view how many of that weapon you have sabbed.
  notice $nick -Type !massstats to view the total stats for masses.
  notice $nick -Type !enemystats <enemy> to view an enemy's losses.
  notice $nick -Type !mymassstats to view your personal mass stats
  notice $nick -Type !topsabbers to view the top sabbers list.
  notice $nick -----------------------------------------------------------
  notice $nick Mass commands
  notice $nick Type !addme to be added to the active sabbers list.
  notice $nick Type !delme to be removed from the active sabbers list.
  notice $nick Type !gettarget <#> if you missed a previous target during a mass.
  notice $nick Type !gettargets gives you all the previous targets that you missed.
  notice $nick -----------------------------------------------------------
  notice $nick Misc.
  notice $nick -To start logging sabs just paste your sab logs.
}

;----------------------------------------------------------------------------
;-------------------          Sab logging         ---------------------------
;----------------------------------------------------------------------------

on *:TEXT:Your spies successfully enter *'s armory undetected, and destroy * of the enemy's *:#: {   
  if ($14 == Invisibility) {
    hinc IS $nick $10 
    hsave IS is.txt
  }
  if ($14 == Blackpowder) {
    hinc BPM $nick $10 
    hsave BPM bpm.txt
  }
  if ($14 == Stick) {
    hinc stick $nick $10 
    hsave stick stick.txt
  }
  if ($14 == Knife) {
    hinc knife $nick $10 
    hsave knife knife.txt
  }
  if ($14 == Short) {
    hinc shortbow $nick $10 
    hsave shortbow shortbow.txt
  }
  if ($14 == Staff) {
    hinc Staff $nick $10 
    hsave staff staff.txt
  }
  if ($14 == Hatchet) {
    hinc hatchet $nick $10 
    hsave hatchet hatchet.txt
  }
  if ($14 == Sling) {
    hinc sling $nick $10 
    hsave sling sling.txt
  }
  if ($14 == Crossbow) {
    hinc crossbow $nick $10 
    hsave crossbow crossbow.txt
  }
  if ($14 == Longbow) {
    hinc longbow $nick $10 
    hsave longbow longbow.txt
  }
  if ($14 == Steel) {
    hinc steelbow $nick $10 
    hsave steelbow steelbow.txt
  }
  if ($14 == Steed) {
    hinc steed $nick $10
    hsave steed steed.txt
  }
  if ($14 == Flaming) {
    hinc flamingarrow $nick $10 
    hsave flamingarrow flamingarrow.txt
  }
  if ($14 == Chariot) {
    hinc chariot $nick $10 
    hsave chariot chariot.txt
  }
  if ($14 == Club) {
    hinc club $nick $10
    hsave club club.txt
  }
  if ($14 == Spear) {
    hinc spear $nick $10 
    hsave spear spear.txt
  }
  if ($14 == Warblade) {
    hinc warblade $nick $10
    hsave warblade warblade.txt
  }
  if ($14 == Warg) {
    hinc warg $nick $10
    hsave warg warg.txt
  }
  if ($14 == Dragon) {
    hinc dragon $nick $10 
    hsave dragon dragon.txt
  }
  if ($14 == Elven) {
    hinc elvencloak $nick $10
    hsave elvencloak elvencloak.txt
  }
  if ($14 == Helmet) {
    hinc helmet $nick $10
    hsave helmet helmet.txt
  }
  if ($14 == Shield) {
    hinc shield $nick $10 
    hsave shield shield.txt
  }
  if ($14 == Chainmail) {
    hinc chainmail $nick $10
    hsave chainmail chainmail.txt
  }
  if ($14 == Plate) {
    hinc platearmor $nick $10 
    hsave platearmor platearmor.txt
  }
  if ($14 == Heavy) {
    hinc heavyshield $nick $10 
    hsave heavyshield heavyshield.txt
  }
  if ($14 == Dragonskin) {
    hinc dragonskin $nick $10
    hsave dragonskin dragonskin.txt
  }
  if ($14 == Long) {
    hinc longsword $nick $10
    hsave longsword longsword.txt
  }
  if ($14 == Lance) {
    hinc lance $nick $10
    hsave lance lance.txt
  }
  if ($14 == Broadsword) {
    hinc broadsword $nick $10
    hsave broadsword broadsword.txt
  }
  if ($14 == Excalibur) {
    hinc excalibur $nick $10
    hsave excalibur excalibur.txt
  }
  if ($14 == Mithril) {
    hinc mithril $nick $10
    hsave mithril mithril.txt
  }
  if ($14 == Pike) {
    hinc pike $nick $10 
    hsave pike pike.txt
  }
  if ($14 == Mace) {
    hinc mace $nick $10 
    hsave mace mace.txt
  }
  if ($14 == Warhammer) {
    hinc warhammer $nick $10 
    hsave warhammer warhammer.txt
  }
  if ($14 == Hammer) {
    hinc hammerofthor $nick $10
    hsave hammerofthor hammerofthor.txt
  }
  if ($14 == Battle) {
    hinc battleaxe $nick $10 
    hsave battleaxe battleaxe.txt
  }
  if ($14 == Gauntlets) {
    hinc Gauntlets $nick $10 
    hsave gauntlets gauntlets.txt
  }
  notice $nick Your sabotage on  $+ $5 $+  has been recorded.
  var %row1 = $calc(($hget(stick,$nick) * 200) + ($hget(knife,$nick) * 1000) + ($hget(sling,$nick) * 1800) + ($hget(club,$nick) * 3200) + ($hget(spear,$nick) * 5100))
  var %row2 = $calc(($hget(warblade,$nick) * 16400) + ($hget(warg,$nick) * 50000) + ($hget(dragon,$nick) * 200000) + ($hget(chariot,$nick) * 50000) + ($hget(BPM,$nick) * 850000))
  var %row3 = $calc(($hget(helmet,$nick) * 2000) + ($hget(shield,$nick) * 3200) + ($hget(chainmail,$nick) * 5100) + ($hget(platearmor,$nick) * 16400) + ($hget(heavyshield,$nick) * 50000))
  var %row4 = $calc(($hget(dragonskin,$nick) * 200000) + ($hget(IS,$nick) * 750000) + ($hget(shortbow,$nick) * 1800) + ($hget(crossbow,$nick) * 3200) + ($hget(longbow,$nick) * 5100))
  var %row5 = $calc(($hget(steelbow,$nick) * 16400) + ($hget(steed,$nick) * 50000) + ($hget(flamingarrow,$nick) * 200000) + ($hget(elvencloak,$nick) * 50000) + ($hget(longsword,$nick) * 3200))
  var %row6 = $calc(($hget(lance,$nick) * 5100) + ($hget(broadsword,$nick) * 16400) + ($hget(excalibur,$nick) * 200000) + ($hget(mithril,$nick) * 50000) + ($hget(hatchet,$nick) * 1800))
  var %row7 = $calc(($hget(pike,$nick) * 3200) + ($hget(mace,$nick) * 5100) + ($hget(warhammer,$nick) * 16400) + ($hget(battleaxe,$nick) * 180000) + ($hget(hammeFrofthor,$nick) * 50000) + ($hget(gauntlets,$nick) * 50000))
  hadd topsabbers $nick $calc((%row1 + %row2 + %row3 + %row4 + %row5 + %row6 + %row7))
  var %row8 = $calc(($hget(stick,$nick) * 2) + ($hget(knife,$nick) * 5) + ($hget(sling,$nick) * 10) + ($hget(club,$nick) * 20) + ($hget(spear,$nick) * 40))
  var %row9 = $calc(($hget(warblade,$nick) * 160) + ($hget(warg,$nick) * 640) + ($hget(dragon,$nick) * 2560) + ($hget(chariot,$nick) * 640) + ($hget(BPM,$nick) * 12000))
  var %row10 = $calc(($hget(helmet,$nick) * 10) + ($hget(shield,$nick) * 20) + ($hget(chainmail,$nick) * 40) + ($hget(platearmor,$nick) * 160) + ($hget(heavyshield,$nick) * 640))
  var %row11 = $calc(($hget(dragonskin,$nick) * 2560) + ($hget(IS,$nick) * 10000) + ($hget(shortbow,$nick) * 10) + ($hget(crossbow,$nick) * 20) + ($hget(longbow,$nick) * 40))
  var %row12 = $calc(($hget(steelbow,$nick) * 160) + ($hget(steed,$nick) * 640) + ($hget(flamingarrow,$nick) * 2560) + ($hget(elvencloak,$nick) * 640) + ($hget(longsword,$nick) * 20))
  var %row13 = $calc(($hget(lance,$nick) * 40) + ($hget(broadsword,$nick) * 160) + ($hget(excalibur,$nick) * 2560) + ($hget(mithril,$nick) * 640) + ($hget(hatchet,$nick) * 10))
  var %row14 = $calc(($hget(pike,$nick) * 20) + ($hget(mace,$nick) * 40) + ($hget(warhammer,$nick) * 160) + ($hget(battleaxe,$nick) * 2560) + ($hget(hammerofthor,$nick) * 640) + ($hget(gauntlets,$nick) * 640)) 
  hadd topdamage $nick $calc((%row8 + %row9 + %row10 + %row11 + %row12 + %row13 + %row14))
  var %row15 = $calc($hget(stick,$nick) + $hget(knife,$nick) + $hget(sling,$nick) + $hget(club,$nick) + $hget(spear,$nick))
  var %row16 = $calc($hget(warblade,$nick) + $hget(warg,$nick) + $hget(dragon,$nick) + $hget(chariot,$nick) + $hget(BPM,$nick))
  var %row17 = $calc($hget(helmet,$nick) + $hget(shield,$nick) + $hget(chainmail,$nick) + $hget(platearmor,$nick) + $hget(heavyshield,$nick))
  var %row18 = $calc($hget(dragonskin,$nick) + $hget(IS,$nick) + $hget(shortbow,$nick) + $hget(crossbow,$nick) + $hget(longbow,$nick))
  var %row19 = $calc($hget(steelbow,$nick) + $hget(steed,$nick) + $hget(flamingarrow,$nick) + $hget(elvencloak,$nick) + $hget(longsword,$nick))
  var %row20 = $calc($hget(lance,$nick) + $hget(broadsword,$nick) + $hget(excalibur,$nick) + $hget(mithril,$nick) + $hget(hatchet,$nick))
  var %row21 = $calc($hget(pike,$nick) + $hget(mace,$nick) + $hget(warhammer,$nick) + $hget(battleaxe,$nick) + $hget(hammerofthor,$nick) + $hget(gauntlets,$nick)) 
  hadd sabbedweapons $nick $calc((%row15 + %row16 + %row17 + %row18 + %row19 + %row20 + %row21))
  hsave topsabbers topsabbers.txt
  hsave topdamage topdamage.txt
  hsave sabbedweapons sabbedweapons.txt
  else { halt }
}

;----------------------------------------------------------------------------
;-------------------          Sab stats           ---------------------------
;----------------------------------------------------------------------------

on *:TEXT:!mystats:#: {
  if (!$hget(IS, $nick)) && (!$hget(BPM, $nick)) {
  notice $nick No sabs recorded for this nickname. Post a sab log to start recording your sabs. }
  else {
    notice $nick Invisibility Shields: $hget(IS, $nick) 
    notice $nick Blackpowder Missile's: $hget(BPM, $nick)
    var %row1 = $calc(($hget(stick,$nick) * 200) + ($hget(knife,$nick) * 1000) + ($hget(sling,$nick) * 1800) + ($hget(club,$nick) * 3200) + ($hget(spear,$nick) * 5100))
    var %row2 = $calc(($hget(warblade,$nick) * 16400) + ($hget(warg,$nick) * 50000) + ($hget(dragon,$nick) * 200000) + ($hget(chariot,$nick) * 50000) + ($hget(BPM,$nick) * 850000))
    var %row3 = $calc(($hget(helmet,$nick) * 2000) + ($hget(shield,$nick) * 3200) + ($hget(chainmail,$nick) * 5100) + ($hget(platearmor,$nick) * 16400) + ($hget(heavyshield,$nick) * 50000))
    var %row4 = $calc(($hget(dragonskin,$nick) * 200000) + ($hget(IS,$nick) * 750000) + ($hget(shortbow,$nick) * 1800) + ($hget(crossbow,$nick) * 3200) + ($hget(longbow,$nick) * 5100))
    var %row5 = $calc(($hget(steelbow,$nick) * 16400) + ($hget(steed,$nick) * 50000) + ($hget(flamingarrow,$nick) * 200000) + ($hget(elvencloak,$nick) * 50000) + ($hget(longsword,$nick) * 3200))
    var %row6 = $calc(($hget(lance,$nick) * 5100) + ($hget(broadsword,$nick) * 16400) + ($hget(excalibur,$nick) * 200000) + ($hget(mithril,$nick) * 50000) + ($hget(hatchet,$nick) * 1800))
    var %row7 = $calc(($hget(pike,$nick) * 3200) + ($hget(mace,$nick) * 5100)) + ($hget(warhammer,$nick) * 16400) + ($hget(battleaxe,$nick) * 180000) + ($hget(hammeFrofthor,$nick) * 50000) + ($hget(gauntlets,$nick) * 50000))
    notice $nick Total Weapon Value Sabbed: $bytes($calc((%row1 + %row2 + %row3 + %row4 + %row5 + %row6 + %row7)),b)
    var %row8 = $calc(($hget(stick,$nick) * 2) + ($hget(knife,$nick) * 5) + ($hget(sling,$nick) * 10) + ($hget(club,$nick) * 20) + ($hget(spear,$nick) * 40))
    var %row9 = $calc(($hget(warblade,$nick) * 160) + ($hget(warg,$nick) * 640) + ($hget(dragon,$nick) * 2560) + ($hget(chariot,$nick) * 640) + ($hget(BPM,$nick) * 12000))
    var %row10 = $calc(($hget(helmet,$nick) * 10) + ($hget(shield,$nick) * 20) + ($hget(chainmail,$nick) * 40) + ($hget(platearmor,$nick) * 160) + ($hget(heavyshield,$nick) * 640))
    var %row11 = $calc(($hget(dragonskin,$nick) * 2560) + ($hget(IS,$nick) * 10000) + ($hget(shortbow,$nick) * 10) + ($hget(crossbow,$nick) * 20) + ($hget(longbow,$nick) * 40))
    var %row12 = $calc(($hget(steelbow,$nick) * 160) + ($hget(steed,$nick) * 640) + ($hget(flamingarrow,$nick) * 2560) + ($hget(elvencloak,$nick) * 640) + ($hget(longsword,$nick) * 20))
    var %row13 = $calc(($hget(lance,$nick) * 40) + ($hget(broadsword,$nick) * 160) + ($hget(excalibur,$nick) * 2560) + ($hget(mithril,$nick) * 640) + ($hget(hatchet,$nick) * 10))
    var %row14 = $calc(($hget(pike,$nick) * 20) + ($hget(mace,$nick) * 40)) + ($hget(warhammer,$nick) * 160) + ($hget(battleaxe,$nick) * 2560) + ($hget(hammerofthor,$nick) * 640) + ($hget(gauntlets,$nick) * 640)) 
    notice $nick Total Weapon Strength Sabbed: $bytes($calc((%row8 + %row9 + %row10 + %row11 + %row12 + %row13 + %row14)),b)
    set %topsabbers.nr $calc($lines(topsabbers.txt) / 2)
    set %topsabbers.incnr 1
    while (%topsabbers.incnr <= %topsabbers.nr) {
      write topsabbers1.txt $hget(topsabbers, %topsabbers.incnr).item $hget(topsabbers, %topsabbers.incnr).data
    inc %topsabbers.incnr 1 }
    if (%topsabbers.incnr > %topsabbers.nr) {
      filter -cteu 2 32 topsabbers1.txt topsabbersfiltered.txt *?* 
      write -c topsabbers1.txt
      unset %topsabbers.nr
      unset %topsabbers.incnr
    }
  }
}

on *:TEXT:!topsabbers:#: {
  set %topsabbers.nr $calc($lines(topsabbers.txt) / 2)
  set %topsabbers.incnr 1
  while (%topsabbers.incnr <= %topsabbers.nr) {
    write topsabbers1.txt $hget(topsabbers, %topsabbers.incnr).item $hget(topsabbers, %topsabbers.incnr).data
  inc %topsabbers.incnr 1 }
  if (%topsabbers.incnr > %topsabbers.nr) {
    filter -cteu 2 32 topsabbers1.txt topsabbersfiltered.txt *?* 
    write -c topsabbers1.txt
    unset %topsabbers.nr
    unset %topsabbers.incnr
    notice $nick Top 10 sabbers:
    if ($read(topsabbersfiltered.txt, 1)) {
      tokenize 32 $read(topsabbersfiltered.txt, 1)
    notice $nick 1. $1 Gold: $bytes($2, b) $+ . Damage: $bytes($hget(topdamage, $1),b) $+ . Sabbed weapons: $bytes($hget(sabbedweapons, $1),b) $+ . }
    if ($read(topsabbersfiltered.txt, 2)) {
      tokenize 32 $read(topsabbersfiltered.txt, 2)
    notice $nick 2. $1 Gold: $bytes($2, b) $+ . Damage: $bytes($hget(topdamage, $1),b) $+ . Sabbed weapons: $bytes($hget(sabbedweapons, $1),b) $+ . }
    if ($read(topsabbersfiltered.txt, 3)) {
      tokenize 32 $read(topsabbersfiltered.txt, 3)
    notice $nick 3. $1 Gold: $bytes($2, b) $+ . Damage: $bytes($hget(topdamage, $1),b) $+ . Sabbed weapons: $bytes($hget(sabbedweapons, $1),b) $+ . }
    if ($read(topsabbersfiltered.txt, 4)) {
      tokenize 32 $read(topsabbersfiltered.txt, 4)
    notice $nick 4. $1 Gold: $bytes($2, b) $+ . Damage: $bytes($hget(topdamage, $1),b) $+ . Sabbed weapons: $bytes($hget(sabbedweapons, $1),b) $+ . }
    if ($read(topsabbersfiltered.txt, 5)) {
      tokenize 32 $read(topsabbersfiltered.txt, 5)
    notice $nick 5. $1 Gold: $bytes($2, b) $+ . Damage: $bytes($hget(topdamage, $1),b) $+ . Sabbed weapons: $bytes($hget(sabbedweapons, $1),b) $+ . }
    if ($read(topsabbersfiltered.txt, 6)) {
      tokenize 32 $read(topsabbersfiltered.txt, 6)
    notice $nick 6. $1 Gold: $bytes($2, b) $+ . Damage: $bytes($hget(topdamage, $1),b) $+ . Sabbed weapons: $bytes($hget(sabbedweapons, $1),b) $+ . }
    if ($read(topsabbersfiltered.txt, 7)) {
      tokenize 32 $read(topsabbersfiltered.txt, 7)
    notice $nick 7. $1 Gold: $bytes($2, b) $+ . Damage: $bytes($hget(topdamage, $1),b) $+ . Sabbed weapons: $bytes($hget(sabbedweapons, $1),b) $+ . }
    if ($read(topsabbersfiltered.txt, 8)) {
      tokenize 32 $read(topsabbersfiltered.txt, 8)
    notice $nick 8. $1 Gold: $bytes($2, b) $+ . Damage: $bytes($hget(topdamage, $1),b) $+ . Sabbed weapons: $bytes($hget(sabbedweapons, $1),b) $+ . }
    if ($read(topsabbersfiltered.txt, 9)) {
      tokenize 32 $read(topsabbersfiltered.txt, 9)
    notice $nick 9. $1 Gold: $bytes($2, b) $+ . Damage: $bytes($hget(topdamage, $1),b) $+ . Sabbed weapons: $bytes($hget(sabbedweapons, $1),b) $+ . }
    if ($read(topsabbersfiltered.txt, 10)) {
      tokenize 32 $read(topsabbersfiltered.txt, 10)
    notice $nick 10. $1 Gold: $bytes($2, b) $+ . Damage: $bytes($hget(topdamage, $1),b) $+ . Sabbed weapons: $bytes($hget(sabbedweapons, $1),b) $+ . }
    if (!$read(topsabbersfiltered.txt, 10)) {
      notice $nick To be continued..
    }
  }
}

;----------------------------------------------------------------------------
;-------------------          Targets stuffs      ---------------------------
;----------------------------------------------------------------------------

on *:TEXT:!addmultipletargets:#: {
  if ($nick === $hfind(admin,$nick)) {
    set -u100 %AddMultipleTargets 1
  notice $nick Add multiple targets is now activated for 100 seconds. Paste in this format: <Link> <Name>. }
  else {
    notice $nick You're not an administrator. 
  halt }
}

on *:TEXT:http*//www.kingsofchaos.com/stats*:#: {
  if (%AddMultipleTargets == 1) && ($2 != $hget(enemy, $2).data) && ($nick === $hfind(admin,$nick)) {
    hadd enemy $2 $1
    hsave enemy targets.txt
  notice $nick $2 added to the target list. }
  if (%AddMultipleTargets == 1) && ($2 == $hget(enemy, $2).data) && ($nick === $hfind(admin,$nick)) {
    notice $nick $2 is already on the target list. 
  halt }
}

on *:TEXT:!addtarget http*//www.kingsofchaos.com/stats*:#: {
  If ($3 == $hget(enemy).data) {
    notice $nick $3 is already a target.
  halt }
  If ($nick === $hfind(admin,$nick)) {
    hadd enemy $3 $2
    hsave enemy targets.txt  
    notice $nick $2 added to the target list.
  }
}

on *:TEXT:!addtargetinfo*:#: {
  if ($2- == $null) {
    notice $nick Syntax: !addtargetinfo Enemy Coverts OR IS OR BPMS OR Sentry OR Other* amount OR text* 
  halt }
  if ($3 == coverts) {
    writeini -n targetinfo.ini Coverts $2 $4
    writeini -n targetinfo.ini CovertsTime $2 $ctime
  notice $nick Target info added. }
  if ($3 == is) {
    writeini -n targetinfo.ini IS $2 $4
    writeini -n targetinfo.ini ISTime $2 $ctime
  notice $nick Target info added. }
  if ($3 == bpms) { 
    writeini -n targetinfo.ini BPMS $2 $4
    writeini -n targetinfo.ini BPMSTime $2 $ctime
  notice $nick Target info added. }
  if ($3 == other) { 
    writeini -n targetinfo.ini AdditionalInfo $2 $4-
  notice $nick Target info added. }
  if ($3 == sentry) { 
    writeini -n targetinfo.ini Sentry $2 $4
  notice $nick Target info added. }
  else {
  halt }
}

on *:TEXT:!deltarget*:#: {
  If ($nick === $hfind(admin,$nick)) {
    hdel enemy $2 $3
    hsave enemy targets.txt  
    notice $nick Target removed.
  }
}
on *:TEXT:!cleartargets:#: {
  If ($nick !=== $hfind(admin,$nick)) {
    notice $nick You must be an admin to use that command.
  halt }
  hfree enemy
  hmake enemy 200
  hsave enemy targets.txt
  hload enemy targets.txt
  notice $nick cleared.
}

on *:TEXT:!targets:#: {
  if (!$hget(enemy)) {
  notice $nick There are currently no targets. }
  If ($nick === $hfind(admin,$nick)) {
    if (!$hget(enemy,1).item) {
      notice $nick No targets.
    halt }
    if ($hget(enemy,1).item) {  
      notice $nick Targets: $calc($lines(targets.txt) / 2)
    notice $nick 1. $hget(enemy,1).data $hget(enemy,1).item }
    if ($hget(enemy,2).item) {
    notice $nick 2. $hget(enemy,2).data $hget(enemy,2).item }
    if ($hget(enemy,3).item) {
    notice $nick 3. $hget(enemy,3).data $hget(enemy,3).item }
    if ($hget(enemy,4).item) {
    notice $nick 4. $hget(enemy,4).data $hget(enemy,4).item }
    if ($hget(enemy,5).item) {
    notice $nick 5. $hget(enemy,5).data $hget(enemy,5).item }
    if ($hget(enemy,6).item) {
    notice $nick 6. $hget(enemy,6).data $hget(enemy,6).item }
    if ($hget(enemy,7).item) {
    notice $nick 7. $hget(enemy,7).data $hget(enemy,7).item }
    if ($hget(enemy,8).item) {
    notice $nick 8. $hget(enemy,8).data $hget(enemy,8).item }
    if ($hget(enemy,9).item) {
    notice $nick 9. $hget(enemy,9).data $hget(enemy,9).item }
    if ($hget(enemy,10).item) {
    notice $nick 10. $hget(enemy,10).data $hget(enemy,10).item }
    if (!$hget(enemy,10).item) {
    notice $nick End of targets list. }
  }
  else {
  halt }
}

on *:TEXT:!targets 2:#: {
  If ($nick !=== $hfind(admin,$nick)) {  
  halt }
  if ($hget(enemy,11).item) {
  notice $nick 11. $hget(enemy,11).data $hget(enemy,11).item }
  if ($hget(enemy,12).item) {
  notice $nick 12. $hget(enemy,12).data $hget(enemy,12).item }
  if ($hget(enemy,13).item) {
  notice $nick 13. $hget(enemy,13).data $hget(enemy,13).item }
  if ($hget(enemy,14).item) {
  notice $nick 14. $hget(enemy,14).data $hget(enemy,14).item }
  if ($hget(enemy,15).item) {
  notice $nick 15. $hget(enemy,15).data $hget(enemy,15).item }
  if ($hget(enemy,16).item) {
  notice $nick 16. $hget(enemy,16).data $hget(enemy,16).item }
  if ($hget(enemy,17).item) {
  notice $nick 17. $hget(enemy,17).data $hget(enemy,17).item }
  if ($hget(enemy,18).item) {
  notice $nick 18. $hget(enemy,18).data $hget(enemy,18).item }
  if ($hget(enemy,19).item) {
  notice $nick 19. $hget(enemy,19).data $hget(enemy,19).item }
  if ($hget(enemy,20).item) {
  notice $nick 20. $hget(enemy,20).data $hget(enemy,20).item }
  if (!$hget(enemy,20).item) {
  notice $nick End of targets list. }
  else {
  halt }
}

on *:TEXT:!targets 3:#: {
  If ($nick === $hfind(admin,$nick)) {
    notice $nick $hget(enemy,21).data $hget(enemy,21).item
    notice $nick $hget(enemy,22).data $hget(enemy,22).item
    notice $nick $hget(enemy,23).data $hget(enemy,23).item
    notice $nick $hget(enemy,24).data $hget(enemy,24).item
    notice $nick $hget(enemy,25).data $hget(enemy,25).item
    notice $nick $hget(enemy,26).data $hget(enemy,26).item
    notice $nick $hget(enemy,27).data $hget(enemy,27).item
    notice $nick $hget(enemy,28).data $hget(enemy,28).item
    notice $nick $hget(enemy,29).data $hget(enemy,29).item
  notice $nick $hget(enemy,30).data $hget(enemy,30).item }
  else {
  halt }
}

on *:TEXT:!targets 4:#: {
  If ($nick === $hfind(admin,$nick)) {  
    notice $nick $hget(enemy,31).data $hget(enemy,31).item
    notice $nick $hget(enemy,32).data $hget(enemy,32).item
    notice $nick $hget(enemy,33).data $hget(enemy,33).item
    notice $nick $hget(enemy,34).data $hget(enemy,34).item
    notice $nick $hget(enemy,35).data $hget(enemy,35).item
    notice $nick $hget(enemy,36).data $hget(enemy,36).item
    notice $nick $hget(enemy,37).data $hget(enemy,37).item
    notice $nick $hget(enemy,38).data $hget(enemy,38).item
    notice $nick $hget(enemy,39).data $hget(enemy,39).item
  notice $nick $hget(enemy,40).data $hget(enemy,40).item }
  else {
  halt }
}

on *:TEXT:!targets 5:#: {
  If ($nick === $hfind(admin,$nick)) {
    notice $nick $hget(enemy,41).data $hget(enemy,41).item
    notice $nick $hget(enemy,42).data $hget(enemy,42).item
    notice $nick $hget(enemy,43).data $hget(enemy,43).item
    notice $nick $hget(enemy,44).data $hget(enemy,44).item
    notice $nick $hget(enemy,45).data $hget(enemy,45).item
    notice $nick $hget(enemy,46).data $hget(enemy,46).item
    notice $nick $hget(enemy,47).data $hget(enemy,47).item
    notice $nick $hget(enemy,48).data $hget(enemy,48).item
    notice $nick $hget(enemy,49).data $hget(enemy,49).item
  notice $nick $hget(enemy,50).data $hget(enemy,50).item }
  else {
  halt }
}

;----------------------------------------------------------------------------
;-------------------          # of sabbed weapons      ----------------------
;----------------------------------------------------------------------------

on *:TEXT:!sabbed*:#: {
  if (!$2) { notice $nick Syntax: !sabbed <weaponname> Use the whole weapon name with no spaces! F.E Heavy Shield wont work but HeavyShield will. IS and BPM to show them, for the rest use their full name with no spaces.
  halt }  
  if ($2 == IS) && (!$hget(IS, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == IS) && ($hget(IS, $nick)) {
    notice $nick Total sabbed Invisiblity Shields: $bytes($hget(IS,$nick),b)
    notice $nick Total Value: $bytes($calc(($hget(IS,$nick) * 750000)),b) Gold
    notice $nick Total Strength: $bytes($calc(($hget(IS,$nick) * 10000)),b) 
  }
  if ($2 == BPM) && (!$hget(BPM, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == BPM) && ($hget(BPM, $nick)) {
    //notice $nick Total sabbed Blackpowder Missile: $bytes($hget(BPM, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(BPM,$nick) * 850000)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(BPM,$nick) * 12000)),b)
  }
  if ($2 == sticks) && (!$hget(stick, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == sticks) && ($hget(stick, $nick)) {
    //notice $nick Total sabbed Sticks: $bytes($hget(stick, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(stick,$nick) * 200)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(stick,$nick) * 2)),b)
  }
  if ($2 == knives) && (!$hget(knife, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == knives) && ($hget(knife, $nick)) {
    //notice $nick Total sabbed Knives: $bytes($hget(knife, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(knife,$nick) * 1000)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(knife,$nick) * 5)),b)
  }
  if ($2 == shortbow) && (!$hget(shortbow, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == shortbow) && ($hget(shortbow, $nick)) {
    //notice $nick Total sabbed Shortbows: $bytes($hget(shortbow, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(shortbow,$nick) * 1800)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(shortbow,$nick) * 10)),b)
  }
  if ($2 == staff) && (!$hget(staff, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == staff) && ($hget(staff, $nick)) {
    //notice $nick Total sabbed Staffs: $bytes($hget(staff, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(staff,$nick) * 1800)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(staff,$nick) * 10)),b)
  }
  if ($2 == hatchet) && (!$hget(hatchet, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == hatchet) && ($hget(hatchet, $nick)) {
    //notice $nick Total sabbed Hatchets: $bytes($hget(Hatchet, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Hatchet,$nick) * 1800)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Hatchet,$nick) * 10)),b)
  }
  if ($2 == sli* && !$hget(sling, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == sli* && $hget(sling, $nick) == true) {
    //notice $nick Total sabbed Slings: $bytes($hget(sling, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(sling,$nick) * 1800)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(sling,$nick) * 10)),b)
  }
  if ($2 == crossbow) && (!$hget(crossbow, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == crossbow) && ($hget(crossbow, $nick)) {
    //notice $nick Total sabbed Crossbows: $bytes($hget(Crossbow, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Crossbow,$nick) * 3200)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Crossbow,$nick) * 20)),b)
  }
  if ($2 == longbow) && (!$hget(longbow, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == longbow) && ($hget(longbow, $nick)) {
    //notice $nick Total sabbed Longbows: $bytes($hget(Longbow, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Longbow,$nick) * 5100)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Longbow,$nick) * 40)),b)
  }
  if ($2 == steelbow) && (!$hget(steelbow, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == steelbow) && ($hget(steelbow, $nick)) {
    //notice $nick Total sabbed Steelbows: $bytes($hget(Steelbow, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Steelbow,$nick) * 16400)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Steelbow,$nick) * 160)),b)
  }
  if ($2 == steed) && (!$hget(steed, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == steed) && ($hget(steed, $nick)) {
    //notice $nick Total sabbed Steeds: $bytes($hget(Steed, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Steed,$nick) * 50000)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Steed,$nick) * 640)),b)
  }
  if ($2 == flamingarrow) && (!$hget(flamingarrow, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == flamingarrow) && ($hget(flamingarrow, $nick)) {
    //notice $nick Total sabbed Flaming Arrows: $bytes($hget(FlamingArrow, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(FlamingArrow,$nick) * 200000)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(FlamingArrow,$nick) * 2560)),b)
  }
  if ($2 == chariot) && (!$hget(chariot, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == chariot) && ($hget(chariot, $nick)) {
    //notice $nick Total sabbed Chariots: $bytes($hget(Chariot, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Chariot,$nick) * 450000)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Chariot,$nick) * 6000)),b)
  }
  if ($2 == club) && (!$hget(club, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == club) && ($hget(club, $nick)) {
    //notice $nick Total sabbed Clubs: $bytes($hget(Club, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Club,$nick) * 3200)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Club,$nick) * 20)),b)
  }
  if ($2 == spear) && (!$hget(spear, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == spear) && ($hget(spear, $nick)) {
    //notice $nick Total sabbed Spears: $bytes($hget(Spear, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Spear,$nick) * 5100)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Spear,$nick) * 40)),b)
  }
  if ($2 == warblade) && (!$hget(warblade, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == warblade) && ($hget(warblade, $nick)) {
    //notice $nick Total sabbed Warblades: $bytes($hget(Warblade, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Warblade,$nick) * 16400)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Warblade,$nick) * 160)),b)
  }
  if ($2 == warg) && (!$hget(warg, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == warg) && ($hget(warg, $nick)) {
    //notice $nick Total sabbed Wargs: $bytes($hget(Warg, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Warg,$nick) * 50000)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Warg,$nick) * 640)),b)
  }
  if ($2 == Dragon) && (!$hget(Dragon, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == Dragon) && ($hget(Dragon, $nick)) {
    //notice $nick Total sabbed Dragons: $bytes($hget(Dragon, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Dragon,$nick) * 200000)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Dragon,$nick) * 2560)),b)
  }
  if ($2 == Elvencloak) && (!$hget(elvencloak, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == Elvencloak) && ($hget(elvencloak, $nick)) {
    //notice $nick Total sabbed Elven Cloaks: $bytes($hget(ElvenCloak, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(ElvenCloak,$nick) * 50000)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(ElvenCloak,$nick) * 640)),b)
  }
  if ($2 == helmet) && (!$hget(helmet, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == helmet) && ($hget(helmet, $nick)) {
    //notice $nick Total sabbed Helmets: $bytes($hget(Helmet, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Helmet,$nick) * 2000)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Helmet,$nick) * 10)),b)
  }
  if ($2 == shield) && (!$hget(shield, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == shield) && ($hget(shield, $nick)) {
    //notice $nick Total sabbed Shields: $bytes($hget(Shield, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Shield,$nick) * 3200)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Shield,$nick) * 20)),b)
  }
  if ($2 == chainmail) && (!$hget(chainmail, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == chainmail) && ($hget(chainmail, $nick)) {
    //notice $nick Total sabbed chainmails $bytes($hget(chainmail, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(chainmail,$nick) * 5100)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(chainmail,$nick) * 40)),b)
  }
  if ($2 == platearmor) && (!$hget(platearmor, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == platearmor) && ($hget(platearmor, $nick)) {
    //notice $nick Total sabbed Plate Armors: $bytes($hget(PlateArmor, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(PlateArmor,$nick) * 16400)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(PlateArmor,$nick) * 160)),b)
  }
  if ($2 == heavyshield) && (!$hget(heavyshield, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == heavyshield) && ($hget(heavyshield, $nick)) {
    //notice $nick Total sabbed Heavy Shields: $bytes($hget(Heavyshield, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Heavyshield,$nick) * 50000)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Heavyshield,$nick) * 640)),b)
  }
  if ($2 == dragonskin) && (!$hget(dragonskin, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == dragonskin) && ($hget(dragonskin, $nick)) {
    //notice $nick Total sabbed Dragonskins: $bytes($hget(Dragonskin, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Dragonskin,$nick) * 200000)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Dragonskin,$nick) * 2560)),b)
  }
  if ($2 == longsword) && (!$hget(longsword, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == longsword) && ($hget(longsword, $nick)) {
    //notice $nick Total sabbed Longswords: $bytes($hget(Longsword, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Longsword,$nick) * 3200)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Longsword,$nick) * 20)),b)
  }
  if ($2 == lance) && (!$hget(lance, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == lance) && ($hget(lance, $nick)) {
    //notice $nick Total sabbed Lances: $bytes($hget(Lance, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Lance,$nick) * 5100)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Lance,$nick) * 40)),b)
  }
  if ($2 == broadsword) && (!$hget(broadsword, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == broadsword) && ($hget(broadsword, $nick)) {
    //notice $nick Total sabbed broadswords: $bytes($hget(broadsword, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(broadsword,$nick) * 16400)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(broadsword,$nick) * 160)),b)
  }
  if ($2 == excalibur) && (!$hget(excalibur, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == excalibur) && ($hget(excalibur, $nick)) {
    //notice $nick Total sabbed Excaliburs: $bytes($hget(Excalibur, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Excalibur,$nick) * 200000)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Excalibur,$nick) * 2560)),b)
  }
  if ($2 == mithril) && (!$hget(mithril, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == mithril) && ($hget(mithril, $nick)) {
    //notice $nick Total sabbed Mithrils: $bytes($hget(Mithril, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Mithril,$nick) * 50000)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Mithril,$nick) * 640)),b)
  }
  if ($2 == pike) && (!$hget([pike, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == pike) && ($hget(pike, $nick)) {
    //notice $nick Total sabbed Pikes: $bytes($hget(Pike, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Pike,$nick) * 3200)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Pike,$nick) * 20)),b)
  }
  if ($2 == mace) && (!$hget(mace, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == mace) && ($hget(mace, $nick)) {
    //notice $nick Total sabbed Maces: $bytes($hget(Mace, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Mace,$nick) * 5100)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Mace,$nick) * 40)),b)
  }
  if ($2 == warhammer) && (!$hget(warhammer, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == warhammer) && ($hget(warhammer, $nick)) {
    //notice $nick Total sabbed Warhammers: $bytes($hget(Warhammer, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Warhammer,$nick) * 16400)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Warhammer,$nick) * 160)),b)
  }
  if ($2 == hammerofthor) && (!$hget(hammerofthor, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == hammerofthor) && ($hget(hammerofthor, $nick)) {
    //notice $nick Total sabbed Hammer of Thors: $bytes($hget(Hammerofthor, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Hammerofthor,$nick) * 50000)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Hammerofthor,$nick) * 640)),b)
  }
  if ($2 == battleaxe) && (!$hget(battleaxe, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == battleaxe) && ($hget(battleaxe, $nick)) {
    //notice $nick Total sabbed Battleaxes: $bytes($hget(Battleaxe, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Battleaxe,$nick) * 180000)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Battleaxe,$nick) * 2560)),b)
  }
  if ($2 == gauntlet) && (!$hget(gauntlet, $nick)) {
  notice $nick No weapons of that type sabbed by you. | }
  elseif ($2 == gauntlet) && ($hget(gauntlet, $nick)) {
    //notice $nick Total sabbed Gauntlets: $bytes($hget(Gauntlet, $nick),b)
    //notice $nick Total Value: $bytes($calc(($hget(Gauntlet,$nick) * 50000)),b) Gold
    //notice $nick Total Strength: $bytes($calc(($hget(Gauntlet,$nick) * 640)),b)
  }
}

;----------------------------------------------------------------------------
;-------------------          Massing with IRIS       -----------------------
;----------------------------------------------------------------------------

on *:TEXT:!witargetsmass:#: {
  If ($nick !=== $hfind(admin,$nick)) {
    //notice $nick You must be an admin to run a mass.
  Halt }  
  If (%mass == 1) {
    msg $chan There is already a mass going on. 
  halt } 
  elseIf ($nick === $hfind(admin,$nick)) {
    mode $chan -b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*
    mode $chan -b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type*
    timer1 off
    timer2 off
    timer3 off
    timer4 off
    timer5 off
    timer6 off
    timer7 off
    msg $chan 9Mass mode is now activated.
    hadd masson yes
    hsave masson masson.txt
    hadd massbegintime $fulldate
    hsave massbegintime massbegintime.txt
    hadd lastmass $date
    hadd lastmass lastmass.txt
    set -e %mwi 1
    set -e %mass 1
    set -e %nroftargets $calc($lines(targets.txt) / 2)    
    msg $chan 4There are currently $calc($lines(targets.txt) / 2) targets.
    msg $chan 7The mass will begin in 10 seconds.
    timer1 1 10 /msg $chan 5The mass has begun.
    timer2 1 10 /msg $chan Type !addme to begin massing, and !delme when you're done.
    timer3 1 10 /mode $chan +b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*
    timer4 1 10 /mode $chan +b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type*
    timer5 1 10 /msg $chan 8You will not be able to post your sabs until the target has been broken.
  timer6 1 10 set -e %targetnr 1 }
}


;----------------------------------------------------------------------------
;-------------------          Mass stuff          ---------------------------
;----------------------------------------------------------------------------

on *:TEXT:!targetsmass:#: {
  If ($nick !=== $hfind(admin,$nick)) {
    //notice $nick You must be an admin to run a mass.
  Halt }  
  If (%mass == 1) {
    msg $chan There is already a mass going on. 
  halt } 
  elseIf ($nick === $hfind(admin,$nick)) {
    mode $chan -b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*
    mode $chan -b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type*
    timer1 off
    timer2 off
    timer3 off
    timer4 off
    timer5 off
    timer6 off
    timer7 off
    hadd masson yes
    hsave masson masson.txt
    hadd massbegintime $fulldate
    hsave massbegintime massbegintime.txt
    hadd lastmass $date
    hadd lastmass lastmass.txt
    set %masschannel $chan
    set -e %mass 1
    set -e %nroftargets $calc($lines(targets.txt) / 2)    
    msg $chan 4 $calc($lines(targets.txt) / 2) targets loaded. The mass will begin in 10 seconds!
    timer1 1 10 /msg $chan 5The mass has begun.
    timer2 1 10 /msg $chan Type !addme to begin massing, and !delme when you're done. 
    timer3 1 10 $iif(%TextBan == on, mode $chan +b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*,)
    timer4 1 10 $iif(%TextBan == on, mode $chan +b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type*,)
    timer5 1 10 $iif(%TextBan == on, msg $chan 4You will not be able to post your sabs until the target has been broken.,)
    timer16 1 10 /msg $chan After 5 minutes the next target will be loaded!
    timer6 1 10 set -e %targetnr 1 
    timer10 1 10 set %addme 1
    timer12 1 10 timer13 2 120 msg $chan 4Don't forget to type !delme when you're done8
    timer14 $calc(%nroftargets - 1) 310 /loadnext
  timer15 1 250 msg %masschannel 1 minute left until the next target is loaded! }
}

on *:TEXT:!addme:#: {
  if (!%targetnr) { halt
  }  
  if (%addme == 0) {
  halt }
  %tiBPMS = $iif(!$readini(targetinfo.ini,n,BPMS,$hget(enemy, %targetnr).item),,BPMS: $bytes($readini(targetinfo.ini,n,BPMS,$hget(enemy, %targetnr).item),b)) $iif(!$readini(targetinfo.ini,n,BPMSTime,$hget(enemy, %targetnr).item),,$duration($calc($ctime - $readini(targetinfo.ini,n,BPMSTime,$hget(enemy, %targetnr).item)))) $iif(!$readini(targetinfo.ini,n,BPMSTime,$hget(enemy, %targetnr).item),,ago.) 
  %tiIS = $iif(!$readini(targetinfo.ini,n,IS,$hget(enemy, %targetnr).item),,IS: $bytes($readini(targetinfo.ini,n,IS,$hget(enemy, %targetnr).item),b)) $iif(!$readini(targetinfo.ini,n,ISTime,$hget(enemy, %targetnr).item),,$duration($calc($ctime - $readini(targetinfo.ini,n,ISTime,$hget(enemy, %targetnr).item)))) $iif(!$readini(targetinfo.ini,n,ISTime,$hget(enemy, %targetnr).item),,ago.)
  %tiCoverts = $iif(!$readini(targetinfo.ini,n,coverts,$hget(enemy, %targetnr).item),,Coverts: $bytes($readini(targetinfo.ini,n,coverts,$hget(enemy, %targetnr).item),b)) $iif(!$readini(targetinfo.ini,n,CovertsTime,$hget(enemy, %targetnr).item),,$duration($calc($ctime - $readini(targetinfo.ini,n,CovertsTime,$hget(enemy, %targetnr).item)))) $iif(!$readini(targetinfo.ini,n,CovertsTime,$hget(enemy, %targetnr).item),,ago.)
  %AdditionalInfo = $iif(!$readini(targetinfo.ini,n,AdditionalInfo,$hget(enemy, %targetnr).item),,Additional info:  $+ $readini(targetinfo.ini,n,AdditionalInfo,$hget(enemy, %targetnr).item))
  %Sentry = $iif(!$readini(targetinfo.ini,n,Sentry,$hget(enemy, %targetnr).item),,Sentry:  $+ $readini(targetinfo.ini,n,Sentry,$hget(enemy, %targetnr).item))
  if (%mass == 1) && (%mwi == 0) && (%addme == 1) {
    notice $nick Target: $hget(enemy, %targetnr).data  $+ $hget(enemy, %targetnr).item $+ . %Sentry %tiCoverts %tiIS %tiBPMS %AdditionalInfo
    hadd activemassers $nick
  hsave activemassers activemassers.txt }
  ;  elseif (%mass == 1) && (%mwi == 1) {
  ;    hadd activemassers $nick
  ;  hsave activemassers activemassers.txt }
}

on *:TEXT:!endmass:#: {
  If ($nick === $hfind(admin,$nick)) {
    /msg $chan 4The mass has been halted by8 $nick
    //hdel masson yes
    //hsave masson masson.txt
    //hadd massendtime $fulldate
    //hsave massendtime massendtime.txt
    set %mass 0
    set %broken 0    
    set %mwi 0    
    set %addme 0
    unset %masschannel
    unset %targetnr
    unset %nroftargets    
    /mode $chan -b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*
    /mode $chan -b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type*
    /timer1 off
    /timer2 off
    /timer3 off
    /timer4 off
    /timer5 off
    /timer6 off
    /timer7 off
    /timer13 off
    /timer14 off
    /timer15 off
    /timer16 off
    hfree activemassers
    hmake activemassers
    write -c activemassers.txt
    hload activemassers activemassers.txt
    hsave activemassers activemassers.txt
    msg $chan 4Last mass stats: Gold stolen:  $+ $bytes($hget(lastmassstats, goldstolen) ,b) $+  - Turns used:  $+ $bytes($hget(lastmassstats, turns) ,b) $+  - Enemy soldiers killed:  $+ $bytes($hget(lastmassstats, enemylosses) ,b) $+  - Soldiers lost:  $+ $bytes($hget(lastmassstats, soldierslost) ,b) $+ 4
    write lastmassbackup.txt $fulldate Last mass stats: Gold stolen: $bytes($hget(lastmassstats, goldstolen) ,b) - Turns used: $bytes($hget(lastmassstats, turns) ,b) - Enemy soldiers killed: $bytes($hget(lastmassstats, enemylosses) ,b) - Soldiers lost: $bytes($hget(lastmassstats, soldierslost) ,b)
    hdel lastmassstats soldierslost
    hdel lastmassstats enemylosses
    hdel lastmassstats goldstolen
    hdel lastmassstats turns
    hsave lastmassstats lastmassstats.txt 
    hload lastmassstats lastmassstats.txt
    ;enemy losses
    write enemylosses.txt $fulldate
    write enemylosses.txt $hget(elgold, 1).item lost $bytes($hget(elgold, 1).data ,b) gold and $bytes($hget(elsoldiers, 1).data ,b) soldiers but $bytes($hget(elsoldiersk, 1).data ,b) was killed by $hget(elgold, 1).item $+ .
    write enemylosses.txt $hget(elgold, 2).item lost $bytes($hget(elgold, 2).data ,b) gold and $bytes($hget(elsoldiers, 2).data ,b) soldiers but $bytes($hget(elsoldiersk, 2).data ,b) was killed by $hget(elgold, 2).item $+ .
    write enemylosses.txt $hget(elgold, 3).item lost $bytes($hget(elgold, 3).data ,b) gold and $bytes($hget(elsoldiers, 3).data ,b) soldiers but $bytes($hget(elsoldiersk, 3).data ,b) was killed by $hget(elgold, 3).item $+ .
    write enemylosses.txt $hget(elgold, 4).item lost $bytes($hget(elgold, 4).data ,b) gold and $bytes($hget(elsoldiers, 4).data ,b) soldiers but $bytes($hget(elsoldiersk, 4).data ,b) was killed by $hget(elgold, 4).item $+ .
    write enemylosses.txt $hget(elgold, 5).item lost $bytes($hget(elgold, 5).data ,b) gold and $bytes($hget(elsoldiers, 5).data ,b) soldiers but $bytes($hget(elsoldiersk, 5).data ,b) was killed by $hget(elgold, 5).item $+ .
    write enemylosses.txt $hget(elgold, 6).item lost $bytes($hget(elgold, 6).data ,b) gold and $bytes($hget(elsoldiers, 6).data ,b) soldiers but $bytes($hget(elsoldiersk, 6).data ,b) was killed by $hget(elgold, 6).item $+ .
    write enemylosses.txt $hget(elgold, 7).item lost $bytes($hget(elgold, 7).data ,b) gold and $bytes($hget(elsoldiers, 7).data ,b) soldiers but $bytes($hget(elsoldiersk, 7).data ,b) was killed by $hget(elgold, 7).item $+ .
    write enemylosses.txt $hget(elgold, 8).item lost $bytes($hget(elgold, 8).data ,b) gold and $bytes($hget(elsoldiers, 8).data ,b) soldiers but $bytes($hget(elsoldiersk, 8).data ,b) was killed by $hget(elgold, 8).item $+ .
    write enemylosses.txt $hget(elgold, 9).item lost $bytes($hget(elgold, 9).data ,b) gold and $bytes($hget(elsoldiers, 9).data ,b) soldiers but $bytes($hget(elsoldiersk, 9).data ,b) was killed by $hget(elgold, 9).item $+ .
    write enemylosses.txt $hget(elgold, 10).item lost $bytes($hget(elgold, 10).data ,b) gold and $bytes($hget(elsoldiers, 10).data ,b) soldiers but $bytes($hget(elsoldiersk, 10).data ,b) was killed by $hget(elgold, 10).item $+ .
    write enemylosses.txt $hget(elgold, 11).item lost $bytes($hget(elgold, 11).data ,b) gold and $bytes($hget(elsoldiers, 11).data ,b) soldiers but $bytes($hget(elsoldiersk, 11).data ,b) was killed by $hget(elgold, 11).item $+ .
    write enemylosses.txt $hget(elgold, 12).item lost $bytes($hget(elgold, 12).data ,b) gold and $bytes($hget(elsoldiers, 12).data ,b) soldiers but $bytes($hget(elsoldiersk, 12).data ,b) was killed by $hget(elgold, 12).item $+ .
    write enemylosses.txt $hget(elgold, 13).item lost $bytes($hget(elgold, 13).data ,b) gold and $bytes($hget(elsoldiers, 13).data ,b) soldiers but $bytes($hget(elsoldiersk, 13).data ,b) was killed by $hget(elgold, 13).item $+ .
    write enemylosses.txt $hget(elgold, 14).item lost $bytes($hget(elgold, 14).data ,b) gold and $bytes($hget(elsoldiers, 14).data ,b) soldiers but $bytes($hget(elsoldiersk, 14).data ,b) was killed by $hget(elgold, 14).item $+ .
    write enemylosses.txt $hget(elgold, 15).item lost $bytes($hget(elgold, 15).data ,b) gold and $bytes($hget(elsoldiers, 15).data ,b) soldiers but $bytes($hget(elsoldiersk, 15).data ,b) was killed by $hget(elgold, 15).item $+ .
    write enemylosses.txt $hget(elgold, 16).item lost $bytes($hget(elgold, 16).data ,b) gold and $bytes($hget(elsoldiers, 16).data ,b) soldiers but $bytes($hget(elsoldiersk, 16).data ,b) was killed by $hget(elgold, 16).item $+ .
    write enemylosses.txt $hget(elgold, 17).item lost $bytes($hget(elgold, 17).data ,b) gold and $bytes($hget(elsoldiers, 17).data ,b) soldiers but $bytes($hget(elsoldiersk, 17).data ,b) was killed by $hget(elgold, 17).item $+ .
    write enemylosses.txt $hget(elgold, 18).item lost $bytes($hget(elgold, 18).data ,b) gold and $bytes($hget(elsoldiers, 18).data ,b) soldiers but $bytes($hget(elsoldiersk, 18).data ,b) was killed by $hget(elgold, 18).item $+ .
    write enemylosses.txt $hget(elgold, 19).item lost $bytes($hget(elgold, 19).data ,b) gold and $bytes($hget(elsoldiers, 19).data ,b) soldiers but $bytes($hget(elsoldiersk, 19).data ,b) was killed by $hget(elgold, 19).item $+ .
    write enemylosses.txt $hget(elgold, 20).item lost $bytes($hget(elgold, 20).data ,b) gold and $bytes($hget(elsoldiers, 20).data ,b) soldiers but $bytes($hget(elsoldiersk, 20).data ,b) was killed by $hget(elgold, 20).item $+ .
    write enemylosses.txt $hget(elgold, 21).item lost $bytes($hget(elgold, 21).data ,b) gold and $bytes($hget(elsoldiers, 21).data ,b) soldiers but $bytes($hget(elsoldiersk, 21).data ,b) was killed by $hget(elgold, 21).item $+ .
    write enemylosses.txt $hget(elgold, 22).item lost $bytes($hget(elgold, 22).data ,b) gold and $bytes($hget(elsoldiers, 22).data ,b) soldiers but $bytes($hget(elsoldiersk, 22).data ,b) was killed by $hget(elgold, 22).item $+ .
    write enemylosses.txt $hget(elgold, 23).item lost $bytes($hget(elgold, 23).data ,b) gold and $bytes($hget(elsoldiers, 23).data ,b) soldiers but $bytes($hget(elsoldiersk, 23).data ,b) was killed by $hget(elgold, 23).item $+ .
    write enemylosses.txt $hget(elgold, 24).item lost $bytes($hget(elgold, 24).data ,b) gold and $bytes($hget(elsoldiers, 24).data ,b) soldiers but $bytes($hget(elsoldiersk, 24).data ,b) was killed by $hget(elgold, 24).item $+ .
    write enemylosses.txt $hget(elgold, 25).item lost $bytes($hget(elgold, 25).data ,b) gold and $bytes($hget(elsoldiers, 25).data ,b) soldiers but $bytes($hget(elsoldiersk, 25).data ,b) was killed by $hget(elgold, 25).item $+ .
    write enemylosses.txt $hget(elgold, 26).item lost $bytes($hget(elgold, 26).data ,b) gold and $bytes($hget(elsoldiers, 26).data ,b) soldiers but $bytes($hget(elsoldiersk, 26).data ,b) was killed by $hget(elgold, 26).item $+ .
    write enemylosses.txt $hget(elgold, 27).item lost $bytes($hget(elgold, 27).data ,b) gold and $bytes($hget(elsoldiers, 27).data ,b) soldiers but $bytes($hget(elsoldiersk, 27).data ,b) was killed by $hget(elgold, 27).item $+ .
    write enemylosses.txt $hget(elgold, 28).item lost $bytes($hget(elgold, 28).data ,b) gold and $bytes($hget(elsoldiers, 28).data ,b) soldiers but $bytes($hget(elsoldiersk, 28).data ,b) was killed by $hget(elgold, 28).item $+ .
    write enemylosses.txt $hget(elgold, 29).item lost $bytes($hget(elgold, 29).data ,b) gold and $bytes($hget(elsoldiers, 29).data ,b) soldiers but $bytes($hget(elsoldiersk, 29).data ,b) was killed by $hget(elgold, 29).item $+ .
    write enemylosses.txt $hget(elgold, 30).item lost $bytes($hget(elgold, 30).data ,b) gold and $bytes($hget(elsoldiers, 30).data ,b) soldiers but $bytes($hget(elsoldiersk, 30).data ,b) was killed by $hget(elgold, 30).item $+ .
    write massers_stats.txt $fulldate
    write massers_stats.txt $hget(lmgoldstolen, 1).item stole $bytes($hget(lmgoldstolen, 1).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 1).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 1).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 2).item stole $bytes($hget(lmgoldstolen, 2).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 2).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 2).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 3).item stole $bytes($hget(lmgoldstolen, 3).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 3).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 3).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 4).item stole $bytes($hget(lmgoldstolen, 4).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 4).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 4).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 5).item stole $bytes($hget(lmgoldstolen, 5).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 5).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 5).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 6).item stole $bytes($hget(lmgoldstolen, 6).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 6).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 6).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 7).item stole $bytes($hget(lmgoldstolen, 7).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 7).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 7).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 8).item stole $bytes($hget(lmgoldstolen, 8).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 8).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 8).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 9).item stole $bytes($hget(lmgoldstolen, 9).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 9).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 9).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 10).item stole $bytes($hget(lmgoldstolen, 10).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 10).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 10).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 11).item stole $bytes($hget(lmgoldstolen, 11).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 11).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 11).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 12).item stole $bytes($hget(lmgoldstolen, 12).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 12).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 12).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 13).item stole $bytes($hget(lmgoldstolen, 13).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 13).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 13).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 14).item stole $bytes($hget(lmgoldstolen, 14).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 14).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 14).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 15).item stole $bytes($hget(lmgoldstolen, 15).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 15).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 15).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 16).item stole $bytes($hget(lmgoldstolen, 16).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 16).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 16).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 17).item stole $bytes($hget(lmgoldstolen, 17).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 17).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 17).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 18).item stole $bytes($hget(lmgoldstolen, 18).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 18).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 18).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 19).item stole $bytes($hget(lmgoldstolen, 19).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 19).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 19).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 20).item stole $bytes($hget(lmgoldstolen, 20).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 20).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 20).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 21).item stole $bytes($hget(lmgoldstolen, 21).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 21).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 21).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 22).item stole $bytes($hget(lmgoldstolen, 22).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 22).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 22).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 23).item stole $bytes($hget(lmgoldstolen, 23).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 23).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 23).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 24).item stole $bytes($hget(lmgoldstolen, 24).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 24).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 24).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 25).item stole $bytes($hget(lmgoldstolen, 25).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 25).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 25).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 26).item stole $bytes($hget(lmgoldstolen, 26).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 26).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 26).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 27).item stole $bytes($hget(lmgoldstolen, 27).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 27).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 27).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 28).item stole $bytes($hget(lmgoldstolen, 28).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 28).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 28).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 29).item stole $bytes($hget(lmgoldstolen, 29).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 29).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 29).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 30).item stole $bytes($hget(lmgoldstolen, 30).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 30).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 30).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 31).item stole $bytes($hget(lmgoldstolen, 31).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 31).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 31).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 32).item stole $bytes($hget(lmgoldstolen, 32).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 32).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 32).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 33).item stole $bytes($hget(lmgoldstolen, 33).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 33).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 33).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 34).item stole $bytes($hget(lmgoldstolen, 34).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 34).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 34).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 35).item stole $bytes($hget(lmgoldstolen, 35).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 35).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 35).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 36).item stole $bytes($hget(lmgoldstolen, 36).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 36).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 36).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 37).item stole $bytes($hget(lmgoldstolen, 37).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 37).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 37).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 38).item stole $bytes($hget(lmgoldstolen, 38).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 38).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 38).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 39).item stole $bytes($hget(lmgoldstolen, 39).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 39).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 39).data ,b) soldiers.
    write massers_stats.txt $hget(lmgoldstolen, 40).item stole $bytes($hget(lmgoldstolen, 40).data ,b) gold and killed $bytes($hget(lmsoldierskilled, 40).data ,b) soldiers but also lost $bytes($hget(lmsoldierslost, 40).data ,b) soldiers.
    hfree elgold
    hfree elsoldiers
    hfree elsoldiersk
    hmake elgold
    hmake elsoldiers
    hmake elsoldiersk
    hsave elgold elgold.txt
    hsave elsoldiers elsoldiers.txt
    hsave elsoldiersk elsoldiersk.txt
    hload elgold elgold.txt
    hload elsoldiers elsoldiers.txt
    hload elsoldiersk elsoldiersk.txt
    hfree lmgoldstolen
    hfree lmsoldierslost
    hfree lmsoldierskilled
    hmake lmgoldstolen
    hmake lmsoldierslost
    hmake lmsoldierskilled
    hsave lmgoldstolen lmgoldstolen.txt
    hsave lmsoldierslost lmsoldierslost.txt
    hsave lmsoldierskilled lmsoldierskilled.txt
    hload lmgoldstolen lmgoldstolen.txt
    hload lmsoldierslost lmsoldierslost.txt
  hload lmsoldierskilled lmsoldierskilled.txt }
}

on *:TEXT:!waitlist:#: {
  If ($nick !=== $hfind(admin,$nick)) {
  halt }
  if ($lines(activemassers.txt) == 0) {
    notice $nick There are no active massers
  Halt }
  else { 
    msg $chan Massing: 
  play -q1m1 $chan activemassers.txt 500 }
}

on *:TEXT:!clearwaitlist:#: {
  If ($nick === $hfind(admin,$nick)) {
    hfree activemassers
    hmake activemassers
    write -c activemassers.txt
    hload activemassers activemassers.txt
    hsave activemassers activemassers.txt
  notice $nick The waitlist has been cleared. }
  else {
  halt }
}

on *:TEXT:!next:#: {
  If ($nick === $hfind(admin,$nick)) {
    hfree activemassers
    hmake activemassers
    write -c activemassers.txt
    hload activemassers activemassers.txt
    hsave activemassers activemassers.txt
    inc %targetnr 1    
    set %addme 0
    msg $chan 4Loading target %targetnr $+ / $+ %nroftargets $+ . Get ready!4
    timer13 off
    timer6 1 10 /msg $chan Type !addme to begin massing, and !delme when you're done.
    timer7 1 10 $iif(%TextBan == on, mode $chan +b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*,)
    timer8 1 10 $iif(%TextBan == on, mode $chan +b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type*,)
    timer9 1 10 $iif(%TextBan == on, msg $chan 8You will not be able to post your sabs until the target has been broken.,) 
    timer16 1 10 /msg $chan After 5 minutes the next target will be loaded!
    timer10 1 10 set %addme 1
    timer14 off
    timer15 off
    timer14 $calc(%nroftargets - %targetnr) 310 /loadnext
  timer15 1 250 msg $chan 1 minute left until the next target is loaded! }
}

on *:TEXT:!prev:#: {
  If ($nick === $hfind(admin,$nick)) {
    hfree activemassers
    hmake activemassers
    write -c activemassers.txt
    hload activemassers activemassers.txt
    hsave activemassers activemassers.txt
    dec %targetnr 1    
    set %addme 0
    msg $chan 4Loading target %targetnr $+ / $+ %nroftargets $+ . Get ready!4
    timer13 off
    timer6 1 10 /msg $chan Type !addme to begin massing, and !delme when you're done.
    timer7 1 10 $iif(%TextBan == on, mode $chan +b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*,)
    timer8 1 10 $iif(%TextBan == on, mode $chan +b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type*,)
    timer9 1 10 $iif(%TextBan == on, msg $chan 8You will not be able to post your sabs until the target has been broken.,) 
    timer16 1 10 /msg $chan After 5 minutes the next target will be loaded!
    timer10 1 10 set %addme 1
    timer12 1 10 timer13 2 120 msg $chan 8Don't forget to type !delme when you're done8
    timer14 off
    timer15 off
    timer14 $calc(%nroftargets - %targetnr) 310 /loadnext
  timer15 1 250 msg $chan 1 minute left until the next target is loaded! }
}

on *:TEXT:!bpmtarget:#: {
  If ($nick === $hfind(admin, $nick)) {
    mode $chan -b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*
  mode $chan -b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type* }
  else { 
  halt }
}

on *:TEXT:!textban*:#: {
  If ($nick === $hfind(admin, $nick)) {
  set %TextBan $2 }
  If ($nick === $hfind(admin, $nick)) && ($2 == off) {
    mode $chan -b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*
  mode $chan -b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type* }
  else { halt }
}

on *:TEXT:!delme:#: {
  if (%mass == 0) {
  halt }
  if (%mass == 1) { 
    hdel activemassers $nick
    hsave activemassers activemassers.txt  
    hload activemassers activemassers.txt 
    notice $nick You have been removed from the waitlist.
  }
  if (%targetnr == %nroftargets) && ($lines(activemassers.txt) == 0) {
    msg $chan 9No more targets. Well done everyone!9
    set %mass 0
    unset %targetnr
    unset %nroftargets 
    timer14 off
    timer15 off
    timer16 off
  }  
  elseif (%targetnr != %nroftargets) && ($lines(activemassers.txt) == 0) {
    inc %targetnr 1    
    set %enemy $hget(enemy, %targetnr).item
    msg $chan 4Loading target %targetnr $+ / $+ %nroftargets $+ . Get ready!4
    set %addme 0
    timer13 off
    timer6 1 10 /msg $chan Type !addme to begin massing, and !delme when you're done.
    timer7 1 10 $iif(%TextBan == on, mode $chan +b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*,)
    timer8 1 10 $iif(%TextBan == on, mode $chan +b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type*,)
    timer9 1 10 $iif(%TextBan == on, msg $chan 8You will not be able to post your sabs until the target has been broken.,)
    timer16 1 10 /msg $chan After 5 minutes the next target will be loaded!
    timer10 1 10 set %addme 1
    timer12 1 10 timer13 2 120 msg $chan 8Don't forget to type !delme when you're done8
    timer14 off
    timer15 off
    timer14 $calc(%nroftargets - %targetnr) 310 /loadnext
    timer15 1 250 msg $chan 1 minute left until the next target is loaded!
  set %broken 0 }
  ;if (%mwi == 1)  {
  ;msg #explosion !adminmessage Target: $hget(enemy, %targetnr).data $hget(enemy, %targetnr).item 
}

on *:TEXT:!gettarget*:#: {
  if (%mass == 1) && ($2 == 1) && (%targetnr > 1) {
  notice $nick Target: $hget(enemy, 1).data  $+ $hget(enemy, 1).item $+  } 
  if (%mass == 1) && ($2 == 2) && (%targetnr > 2) {
  notice $nick Target: $hget(enemy, 2).data  $+ $hget(enemy, 2).item $+  } 
  if (%mass == 1) && ($2 == 3) && (%targetnr > 3) {
  notice $nick Target: $hget(enemy, 3).data  $+ $hget(enemy, 3).item $+  } 
  if (%mass == 1) && ($2 == 4) && (%targetnr > 4) {
  notice $nick Target: $hget(enemy, 4).data  $+ $hget(enemy, 4).item $+  } 
  if (%mass == 1) && ($2 == 5) && (%targetnr > 5) {
  notice $nick Target: $hget(enemy, 5).data  $+ $hget(enemy, 5).item $+  } 
  if (%mass == 1) && ($2 == 6) && (%targetnr > 6) {
  notice $nick Target: $hget(enemy, 6).data  $+ $hget(enemy, 6).item $+  } 
  if (%mass == 1) && ($2 == 7) && (%targetnr > 7) {
  notice $nick Target: $hget(enemy, 7).data  $+ $hget(enemy, 7).item $+  } 
  if (%mass == 1) && ($2 == 8) && (%targetnr > 8) {
  notice $nick Target: $hget(enemy, 8).data  $+ $hget(enemy, 8).item $+  } 
  if (%mass == 1) && ($2 == 9) && (%targetnr > 9) {
  notice $nick Target: $hget(enemy, 9).data  $+ $hget(enemy, 9).item $+  } 
  if (%mass == 1) && ($2 == 10) && (%targetnr > 10) {
  notice $nick Target: $hget(enemy, 10).data  $+ $hget(enemy, 10).item $+  } 
  if (%mass == 1) && ($2 == 11) && (%targetnr > 11) {
  notice $nick Target: $hget(enemy, 11).data  $+ $hget(enemy, 11).item $+  } 
  if (%mass == 1) && ($2 == 12) && (%targetnr > 12) {
  notice $nick Target: $hget(enemy, 12).data  $+ $hget(enemy, 12).item $+  } 
  if (%mass == 1) && ($2 == 13) && (%targetnr > 13) {
  notice $nick Target: $hget(enemy, 13).data  $+ $hget(enemy, 13).item $+  } 
  if (%mass == 1) && ($2 == 14) && (%targetnr > 14) {
  notice $nick Target: $hget(enemy, 14).data  $+ $hget(enemy, 14).item $+  } 
  if (%mass == 1) && ($2 == 15) && (%targetnr > 15) {
  notice $nick Target: $hget(enemy, 15).data  $+ $hget(enemy, 15).item $+  } 
  if (%mass == 1) && ($2 == 16) && (%targetnr > 16) {
  notice $nick Target: $hget(enemy, 16).data  $+ $hget(enemy, 16).item $+  } 
  if (%mass == 1) && ($2 == 17) && (%targetnr > 17) {
  notice $nick Target: $hget(enemy, 17).data  $+ $hget(enemy, 17).item $+  } 
  if (%mass == 1) && ($2 == 18) && (%targetnr > 18) {
  notice $nick Target: $hget(enemy, 18).data  $+ $hget(enemy, 18).item $+  } 
  if (%mass == 1) && ($2 == 19) && (%targetnr > 19) {
  notice $nick Target: $hget(enemy, 19).data  $+ $hget(enemy, 19).item $+  } 
  if (%mass == 1) && ($2 == 20) && (%targetnr > 20) {
  notice $nick Target: $hget(enemy, 20).data  $+ $hget(enemy, 20).item $+  } 
}

on *:TEXT:!gettargets:#: {
  if (%mass == 1) && (%targetnr > 1) {
  notice $nick Target: $hget(enemy, 1).data  $+ $hget(enemy, 1).item $+  } 
  if (%mass == 1) && (%targetnr > 2) {
  notice $nick Target: $hget(enemy, 2).data  $+ $hget(enemy, 2).item $+  } 
  if (%mass == 1) && (%targetnr > 3) {
  notice $nick Target: $hget(enemy, 3).data  $+ $hget(enemy, 3).item $+  } 
  if (%mass == 1) && (%targetnr > 4) {
  notice $nick Target: $hget(enemy, 4).data  $+ $hget(enemy, 4).item $+  } 
  if (%mass == 1) && (%targetnr > 5) {
  notice $nick Target: $hget(enemy, 5).data  $+ $hget(enemy, 5).item $+  } 
  if (%mass == 1) && (%targetnr > 6) {
  notice $nick Target: $hget(enemy, 6).data  $+ $hget(enemy, 6).item $+  } 
  if (%mass == 1) && (%targetnr > 7) {
  notice $nick Target: $hget(enemy, 7).data  $+ $hget(enemy, 7).item $+  } 
  if (%mass == 1) && (%targetnr > 8) {
  notice $nick Target: $hget(enemy, 8).data  $+ $hget(enemy, 8).item $+  } 
  if (%mass == 1) && (%targetnr > 9) {
  notice $nick Target: $hget(enemy, 9).data  $+ $hget(enemy, 9).item $+  } 
  if (%mass == 1) && (%targetnr > 10) {
  notice $nick Target: $hget(enemy, 10).data  $+ $hget(enemy, 10).item $+  } 
  if (%mass == 1) && (%targetnr > 11) {
  notice $nick Target: $hget(enemy, 11).data  $+ $hget(enemy, 11).item $+  } 
  if (%mass == 1) && (%targetnr > 12) {
  notice $nick Target: $hget(enemy, 12).data  $+ $hget(enemy, 12).item $+  } 
  if (%mass == 1) && (%targetnr > 13) {
  notice $nick Target: $hget(enemy, 13).data  $+ $hget(enemy, 13).item $+  } 
  if (%mass == 1) && (%targetnr > 14) {
  notice $nick Target: $hget(enemy, 14).data  $+ $hget(enemy, 14).item $+  } 
  if (%mass == 1) && (%targetnr > 15) {
  notice $nick Target: $hget(enemy, 15).data  $+ $hget(enemy, 15).item $+  } 
  if (%mass == 1) && (%targetnr > 16) {
  notice $nick Target: $hget(enemy, 16).data  $+ $hget(enemy, 16).item $+  } 
  if (%mass == 1) && (%targetnr > 17) {
  notice $nick Target: $hget(enemy, 17).data  $+ $hget(enemy, 17).item $+  } 
  if (%mass == 1) && (%targetnr > 18) {
  notice $nick Target: $hget(enemy, 18).data  $+ $hget(enemy, 18).item $+  } 
  if (%mass == 1) && (%targetnr > 19) {
  notice $nick Target: $hget(enemy, 19).data  $+ $hget(enemy, 19).item $+  } 
  if (%mass == 1) && (%targetnr > 20) {
  notice $nick Target: $hget(enemy, 20).data  $+ $hget(enemy, 20).item $+  } 
}

;----------------------------------------------------------------------------
;-------                Mass stats logging (5x1)        ---------------------
;----------------------------------------------------------------------------

on *:TEXT:*Gold stolen*:#: {
  If (%mass == 1) && (%broken == 1) && ($4 == $hget(enemy, %targetnr).item) { 
    /mode $chan -b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*
    /mode $chan -b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type* 
  set %broken 1 } 
  if ($left($4,1) != $chr(9)) && (%mass == 1) {
    hinc lmsoldierskilled $nick $strip($9) 
    hinc lmsoldierslost $nick $strip($10)
    hinc elsoldiers $4 $strip($9) 
    hinc elsoldiersk $4 $strip($10) 
    hinc longtermmassstats turns $strip($8)
    hinc longtermmassstats enemylosses $strip($9)
    hinc longtermmassstats soldierslost $strip($10)     
    hinc imsturns $nick $strip($8)
    hinc imssoldierskilled $nick $strip($9)
    hinc imssoldierslost $nick $strip($10)
    hinc lastmassstats turns $strip($8)
    hinc lastmassstats enemylosses $strip($9)
    hinc lastmassstats soldierslost $strip($10)
    hinc esoldierslost $4 $strip($9)
    hinc esoldierskilled $4 $strip($10)
    hinc lmgoldstolen $nick $replace($5,$chr(44),) 
    hinc elgold $4 $replace($5,$chr(44),) 
    hinc longtermmassstats goldstolen $replace($5,$chr(44),) 
    hinc imsgoldstolen $nick $replace($5,$chr(44),)
    hinc lastmassstats goldstolen $replace($5,$chr(44),)
    hinc egoldstolen $4 $replace($5,$chr(44),)
    hsave longtermmassstats longtermmassstats.txt
    hsave imsturns imsturns.txt
    hsave imssoldierslost imssoldierslost.txt
    hsave imssoldierskilled imssoldierskilled.txt
  hsave imsgoldstolen imsgoldstolen.txt }
  if ($left($4,1) == $chr(9)) && (%mass == 1) {
    set %goldstolen $5 
    set %enemy.b $replace($4,$left($4,1),)
    hinc lmsoldierskilled $nick $strip($9) 
    hinc lmsoldierslost $nick $strip($10)
    hinc elsoldiers %enemy.b $strip($9) 
    hinc elsoldiersk %enemy.b $strip($10) 
    hinc longtermmassstats turns $strip($8)
    hinc longtermmassstats enemylosses $strip($9)
    hinc longtermmassstats soldierslost $strip($10)     
    hinc imsturns $nick $strip($8)
    hinc imssoldierskilled $nick $strip($9)
    hinc imssoldierslost $nick $strip($10)
    hinc lastmassstats turns $strip($8)
    hinc lastmassstats enemylosses $strip($9)
    hinc lastmassstats soldierslost $strip($10)
    hinc esoldierslost %enemy.b $strip($9)
    hinc esoldierskilled %enemy.b $strip($10)
    tokenize 44 %goldstolen 
    hinc lmgoldstolen $nick $strip($1 $+ $2 $+ $3) 
    hinc elgold %enemyy $strip($1 $+ $2 $+ $3) 
    hinc longtermmassstats goldstolen $strip($1 $+ $2 $+ $3) 
    hinc imsgoldstolen $nick $strip($1 $+ $2 $+ $3)
    hinc lastmassstats goldstolen $strip($1 $+ $2 $+ $3)
    hinc egoldstolen %enemy.b $strip($1 $+ $2 $+ $3)
    hsave longtermmassstats longtermmassstats.txt
    hsave imsturns imsturns.txt
    hsave imssoldierslost imssoldierslost.txt
    hsave imssoldierskilled imssoldierskilled.txt
  hsave imsgoldstolen imsgoldstolen.txt }
} 




on *:TEXT:*Attack defended*:#: {
  If (%mass == 1) && (%broken == 1) && ($4 == $hget(enemy, %targetnr).item) { 
    /mode $chan -b ~T:block:Your*spies*successfully*enter*'s*armory*undetected,*and*destroy*of*the*enemy's*
    /mode $chan -b ~T:block:Your*Chief*of*Intelligence*dispatches*spies*to*attempt*to*sabotage*of*'s*weapons*of*type* 
  set %broken 1 } 
  if (%mass == 1) { 
    hinc longtermmassstats turns $strip($7)
    hinc longtermmassstats enemylosses $strip($8)
    hinc longtermmassstats soldierslost $strip($9)     
    hinc imsturns $nick $strip($7)
    hinc imssoldierskilled $nick $strip($8)
    hinc imssoldierslost $nick $strip($9) 
    hinc esoldierslost $replace($4,$left($4,1),) $strip($8)
  hinc esoldierskilled $replace($4,$left($4,1),) $strip($9) }
  if (%mass == 1) && (%lastmass == 1) {
    hinc lastmassstats turns $strip($7)
    hinc lastmassstats enemylosses $strip($8)
  hinc lastmassstats soldierslost $strip($9) }  
  hinc elsoldiers $replace($4,$left($4,1),) $strip($8) 
  hinc elsoldiersk $replace($4,$left($4,1),) $strip($9) 
  hinc lmsoldierskilled $nick $strip($8) 
  hinc lmsoldierslost $nick $strip($9)
  else {
  halt }
} 

on *:TEXT:!massstats:#: {
  msg $chan 4Total mass stats: Gold stolen:  $+ $bytes($hget(longtermmassstats, goldstolen) ,b) $+  - Turns used:  $+ $bytes($hget(longtermmassstats, turns) ,b) $+  - Enemy soldiers killed:  $+ $bytes($hget(longtermmassstats, enemylosses) ,b) $+  - Soldiers lost:  $+ $bytes($hget(longtermmassstats, soldierslost) ,b) $+ 4
} 

on *:TEXT:!enemystats*:#: {
  if ($hget(egoldstolen, $2) == $null) || (!$hget(esoldierslost, $2) == $null) || (!$hget(soldierskilled, $2) == $null) {
    msg $chan No stats recorded for  $+ $2 $+ .
  halt }
  else {
  msg $chan 4 $2 has lost  $+ $bytes($hget(egoldstolen, $2),b) $+  gold,  $+ $bytes($hget(esoldierslost, $2) ,b) $+  soldiers and  $+ $bytes($hget(esoldierskilled, $2) ,b) $+  soldiers was killed by $2 $+ . $+ 4 }
}

on *:TEXT:!mymassstats:#: {
  notice $nick 4Mass stats for $nick $+ : Gold stolen:  $+ $bytes($hget(imsgoldstolen, $nick),b) $+  - Turns used:  $+ $bytes($hget(imsturns, $nick) ,b) $+  - Enemy soldiers killed:  $+ $bytes($hget(imssoldierskilled, $nick) ,b) $+  - Soldiers lost:  $+ $bytes($hget(imssoldierslost, $nick) ,b) $+ 4
}

;----------------------------------------
;------       Other stuff    ------------
;----------------------------------------

on *:TEXT:!admin*:#explosion: {
  hadd admin $2
notice $nick $2 is now an administrator. }
}

on *:TEXT:!deladmin*:#explosion: {
hdel admin $2
notice $nick $2 is no longer an administrator. }
}